Mostrando entradas con la etiqueta Captain Boomerang. Mostrar todas las entradas
Mostrando entradas con la etiqueta Captain Boomerang. Mostrar todas las entradas

jueves, 16 de febrero de 2017

Painting step by step: Captain Boomerang

Well, here goes another member of the Squad. In this case, Mr. Boomerang arrives in person.



We will start painting the raincoat. You may find it more comfortable to start with the skin, but I started with the coat because I did it following the same steps as for Slipknot's clothes. But it will be more convenient to start from more internal to more external areas. We will paint the boots in the same way.





jueves, 26 de enero de 2017

Partida #002: Penguin vs. Two Face. Batman Miniature Game [ESP]

¡Buenas muchachada!
Resultado de imagen de the penguin batman comic
Hoy, una vez más, comentaré lo que dio de sí la partida de Penguin contra Dos Caras basándome en la lista que propuse a 100€. Aquí os dejo el link.

Gracias Quimera, de nuevo, por facilitarnos la escenografía y las buenas risas.

Report #002: Penguin vs. Two Face. Batman Miniature Game [ENG]

Hi there!
Today I will describe how I used the list I proposed spending only 100€.

Here the link.

martes, 30 de agosto de 2016

BMG: Analysis Captain Boomerang (Suicide Squad film)

Hi to everyone.
If the other day the ice broke with Diablo, today it is the turn to one of the Flash villain, and insurance give him many more war in his film: Captain Boomerang.

Beginning with his cost in points, again this is one of the Free Agents listed as cheap with only 48 points of reputation (2 less than Diablo), although again implies a cost of $200 dollars.
On the offensive side, again must emphasize his varied arsenal of Boomerangs, which was the case with the previous version, although in this case is not as extensive (for something costs 34/$150 less).


From a distance the feeling remains of using a weapon like the boomerang, representing the swing of this effect allowing repeat to impact (Master Marksman), and by Ricochet (1SC) can make, if his attack has impacted their objetive, It may leave rebounded to a new model in line of sight of the original objective, and can also benefit from Master Marksman. This film version of Digger comes with a new trait that will allow him to shoot without having to expose the opponent: Monitoring Device (1SC), which will allow him to shoot his Boomerangs with Remote Controlled besides winning himself Total Vision to the end round (also useful to protect of Sneak Attacks). In addition, all his distance Boomerangs still maintain their Short Range, which is one of the drawbacks of this character.

As far as armament are concerned, he has the already known Bladed Boomerang that will not only allow him to shoot even moving ROF 2 (Throwing) but also it is possible to reroll to wound (Sharp). In addition, it is a good tool against all those enemies with Dodge (such as Acrobat), because his Agility checkup must apply a -1 penalty for its Accurate. Note that although divide their attack between 2 different goals, only one of them could be applied Ricochet.

His other distance Boomerang is novelty: LE Boomerang, although the only thing different about it is that is Firearm and it damage is 100% lethal, unlike other Boomerangs they cause . Its main drawback is that in this case affects if he moves before shooting.

In melee this George also has something to say, despite his attack stops not be like a common Henchmen (Attack 3), his Melee Boomerang does not only apply double damage (), with the consequent loss of counters in the opponent that entails, but it lets him repeat to hurt.

In defensive section the only highlight is his Elusive, that in exchange for 1MC and passively will allow him to improve his Defense to 4 against ranged attacks until the end of the round.

The interesting thing is given in section Support/Control. One of the main reasons for their low cost, with his Endurance 5, is that it is limited in controlling objectives, as only Loot and Safe Boxes guarantee VP for them (Greed). Although this is not all bad, as his avarice is bonified in the case of the loot thanks to his Primary Target: Loot, but with his short range of action, his value 2 of movement and not be able to add equipment upgrades, they make this may not be such an easy task as in other characters with this trait (Catwoman, Mr. Freeze, Mr. Pink), taking into account that are deployed near the opponent's area (depending on the scenario).

In short, George "Digger" Harkness is a good character to harass rival from close range thanks to his Boomerangs and to shoot entirely covered by Monitoring Device (1SC). If you know choose which target to attack, it is quite possible to hurt, since his Master Marksman allows him to repeat failed impacts, and the Sharp of his Bladed Boomerang or the Firearm of LE Boomerang can assure wounds. In the defensive section, if Digger has been forced to leave their hiding place, he can still improve his Defense to 4 against ranged attacks thanks to be Elusive. Finally, the main characteristic note of this new Captain Boomerang is that the only goals that gives VP are those related to money: Loot and Safe, the first besides be his favourite and can scoring double for it (Primary Target: Loot), but to get it only has his Movement 2 and short-range weapons. Thus, the main weaknesses of this character are his Endurance 5, his Ammo 3 and not being able to score all the goals.

Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.

viernes, 22 de abril de 2016

BMG: Analysis Captain Boomerang

Hello everybody.
If the other day was Deadshot, today is time for other of the shooters of the Suicide Squad: Captain Boomerang, although on his case more focused in short distances. For a considerable reputation cost he is a character with a good variety of boomerangs all of them with different effects, from support tasks to reinforce their lethality. Unlike the reputation, their founding cost is not as expensive looking at the arsenal he is armed with. As it can be expected he feels a terrible aversion to all the crews related with the good guys, so he can only join a villain's crew.
Starting with the Mobile aspect, George (like Deadshot) has a value more common for Acrobat characters, although on his case it must be added the up to 2D6 extra cm he can advance at the end of the round thanks to his Tracking (2 SC), which main particularity is its immunity to Halt/Stop! effects. Due to it happens even after the Victory Points recount phase, it can be used for positioning the Captain for the next round.

In the Offensive area he should be analysed with more detail. In general terms, with the exception of his Melee Boomerang, all his attacks are limited to 20 cm but allowing him to move before shooting without having affected his ROF (Throwing). Added to this, the enemy can find difficult to hide himself because Harkness not only can ignore 1 Ping! during the attack for being Shooter, he can also repeat failed impact rolls for being Master Marksman (it can be seen as the seesaw effect of his weapon). To all this it must be added the Ricochet (1 SC) effect of his boomerangs if he desires that which can make them to bounce to a second target (lamppost, enemy, friend...) within 5 cm of the first one (it can even be a lamppost) and in line of sight of this (it is not necessary to be visible by George neither being within range from him, the origin of this effect is the primary target of the attack), although this new affected can respond to it as if it were an attack (Dodge, Bodyguard...). Looking more carefully all his boomerangs:
  • Blade (2 x ): Despite not dealing a total lethal damage, this is the most dangerous of all the boomerangs. In addition to being able to repeat failed damage rolls for their Sharp (without forgetting it has been also possible to repeat failed impact rolls) it must be added the penalty of -1 on the Agility rolls done for characters with Dodge due to they are Accurate, that means almost all the character with Dodge must roll 2- due to practically all of them has a value 3 for Movement. Among all his ranged Boomerangs, this is the only which doesn't have one single use due to all the others have Ammo 2.
  • Electric (2 x ): Due to its Electric, if there are enemies with the trait Bot (such as Riddler's Robots), Cybenertic (such as Cyborg and both Militia Brute, besides the Spider Robot of Spiderman), or Robot, allows to repeat failed damage rolls which becomes them into a good alternative to the Blade ones to save them for other enemies, although their damage is totally non lethal. Against Bots they can be considered lethal due to one of their handicaps is not being able to recover contusion damage by themselves; on the other hand against Cybernetic are more useful to end with them rather than hitting them to simply damage them because they recover contusion damage to 3+ instead of the usual 4+. To all this it must be added the always circumstantial critical hit which on this case forbids the affected target to use any action counter (Stun).
  • Gravity (2 x ): Perfect for denying the control of objectives to the enemy, or setting aside enemies avoiding to do that to any mate, thanks to their Push effect. They should be seen as boomerangs with to options of Pushing and also dealing one lethal damage. The negative part is they have a single use (unless he recharges them on an Ammo Crate).
  • Acid (1 x ): The only ones with ROF 1 and perfect for supporting the mates that come after him, making their impacts easier, in addition to their blocking due to the -1 the affected enemy suffers both in Attack and Defense. They are also a nice tool for dealing with those enemies with Light Armour because they ignore them, as they can be Cyborg and Militia Brute 1 and 2, although with the second ones it has not much effect reducing their defense because a 1 is always a failed roll.
The bad point of him is his Strength 4+, which will only grant him 50% chances of damaging, at least he can repeat failed impact rolls, and seeing that almost all his boomerangs have ROF 2 it can guarantee him at least 2 contusions for Just a Scratch! and the loss of an action counter for that. Although he has no ammo for 6 rounds, due to his short range it can be difficult to attack on the first one, which invites to think that his 5 boomerangs should be enough for all the game. Despite being a character focused on ranged attacks, George still has a tool for close combat which will let him to deal a lethal wound with option to repeat failed damage rolls (Sharp), although with Attack 3 shouldn't be expected to deal too much damage.

In Defensive terms, if he is reached in close combat he has no more mechanisms than his Defense 4. At least against ranged attacks he can use his Dodge with up to 3 options with 50% chances on each one.

Lastly, in Support/Control tasks he has something much more useful as it can seems, his Follow me! can increase the movement capabilities of the close Henchmen. It is important that it can't stack with other Follow me! as the ones on Harley Quinn Arkham City, Penguin Emperor, Rottor or Christopher Nolan's Scarecrow (Robin Arkham City is not mentioned because it is impossible to play both of them in the same crew), but it can be stacked with Inspire, for example, to become Bane's mercenaries or League of Shadow's ninjas in real Roadrunners with Movement 5.

Summarizing, regarding mobility, he not only has that plus of dynamism even immune to Whistles given by its Tracking, he also provides it to close Henchmen thanks to his Follow me!.

Despite of being a character focused on ranged attacks, his range limitation (20 cm) exposes him to the range of other distance weapons. His Boomerangs offers different utilities:
  • Blade: For damaging, also against the Acrobat characters.
  • Electric: As an alternative for the Blade ones against "mechanic" enemies.
  • Gravity: For pushing enemies.
  • Acid: As previous supporting tool for helping mates in combat.
Also, his options to impact are quite high due to being able to repeat failed impact rolls for being Master Marksman, ignore 1 of the Pings! (Shooter) and being able to make his Boomerangs to bounce to a second target near the first one (Ricochet), and due to all of them are Throwing he can move first to find a better shooting position without having his ROF affected for that.

Again, he is another of those character with so many options for only Willpower 6:
  • At the moment he is in distance to use his Boomerangs he will have to adapt himself to the situation with only 4 counters left due to 2 of them will be used for shooting. The remaining 4 will be needed for SC to use Ricochet (1 SC), if there are options to impact a second target, and between Defense and Movement to defend himself.
  • Follow me! (1 SC) probably has more impact during the first rounds when all the crew is together and it is desired to advance fast.
  • Tracking (2 SC) is maybe the most versatile due to at any moment of the game can be useful.
So, a good planification in combat to explode his virtues will be:
  1. Begin the round hidden and activate as last as possible, or at least when the closest enemies have activated to avoid their reprisals.
  2. Using the basic movement to leave the cover and have an enemy in range.
  3. 2 AC for shooting and 1 SC if Ricochet can be used.
  4. 2 SC for come back again to the cover at the end of the round using Tracking and begin next in cover.
This planification will left 1 remain counter which could be used in Movement if it is needed to advance more.


Greetings and we keep reading in La Biblioteca de Alfred and Reino de Juegos.

martes, 5 de abril de 2016

Novedades Abril BMG y MUMG

Muy buenas a tod@s.

Después de tanto esperar por fin hoy ha sido el día. Y vaya si la espera ha merecido la pena, puesto que han desvelado la friolera de nada más y nada menos que 15 novedades para ambos juegos, aunque tan solo 2 para el reciente MUMG.
Gámbito te revela sus cartas junto a su perfil
Empezando por el último juego en llegar, hace acto de presencia otro de los X-Men más icónicos: Gámbito, el cual tiene la particularidad de ser un mutante neutral, válido tanto para héroes como para villanos. Comentando por encima su perfil, por fin se tiene a otro mutante capaz de sacar partido del Leadership de Cíclope. Aunque 12 puntos de Endurance pueden antojarse escasos, su Stealth le protege desde la distancia (20 cm), y una vez por partida puede cancelar una ataque contra él engañando a la muerte (Cheat Death). En el plano ofensivo es de los mejores personajes para empezar atacando, puesto que su Kinetic Control puede obligar al rival a ir gastando POW para ir cambiando su mejora defensiva.
Deja que Groot the enganche con sus raíces y su perfil
Pasando al integrante restante de la formación tan conocida de Guardianes de la Galaxia llega Groot, claramente enfocado a la protección de su equipo como bien puede apreciarse con su Advance Bodyguard de 10 cm de alcance y su capacidad de curarse mediante Regrow, además de ofrecer gran resistencia a los agarres como bien indica su Scape Artist.
Pasando ya al universo de Batman, es obligatorio empezar hablando del libro de la Expansión de Flash and Arrow. Lo más llamativo de todo es la versión, una vez más, alternativa y limitada que ha salido con la portada de Flash y Green Arrow en versión cómic, aunque tan solo disponible a través de la tienda online. Esta expansión contiene unas 160 páginas e incluye una miniatura del Flash Oscuro, a un precio de 46€.
Descubre el potencial de sus flechas animadas aquí
Siguiendo con las miniaturas en sí, poco hay que decir del nuevo Green Arrow puesto que ayer ya se publicó un análisis suyo.
Descubre los encantos de esta animada Batgirl contemplando su perfil
Sobre la otra novedad Animada, se tiene a una nueva Batgirl cuyo principal aliciente es el tener la Batclaw más barata del juego (amén de las mejoras de equipo). Quizás con Batman no vaya a verse tanto, pero sí puede hacer el mismo papel de Damian Wayne en Fuerzas de la Ley.
Llega a la alturas con Hawkman y comprueba todo lo que es capaz de hacer
Otro refuerzo más para los "buenos", y que ya se esperaba viendo a Hawkgirl, es Hawkman, quien en esencia es bastante parecido a ésta. Lo llamativo es que la banda más barata con ellos dos se iría a los 267 con Batgirl (la antigua) como Boss.
Escapa si puedes de la precisión del Mejor Tirador del Mundo
En las fotos sobre el contenido del libro ya pudo verse a dos nuevos miembros para el Escuadrón Suicida. El primero de ellos es una nueva versión del "mejor tirador del mundo": Deadshot, en una versión más enfocada al largo alcance. 
Cuidado porque los boomerangs igual que van, vienen
Por su parte, el Capitán Boomerang dispone de una gran variedad de boomerangs con todo tipo de efectos, aunque a diferencia de Floyd, Digger está más enfocado a las distancias cortas. Tampoco hay que subestimar la movilidad que puede proporcionar a la banda con su Follow Me!.
Corre junto a Flash para sentir la Fuerza de la Velocidad
O junto a Zoom para destruir a Flash y todo lo que quiere
Y como novedades más llamativas se tiene a los Corredores. De Flash ya se habló el otro día, y Zoom va en la misma línea, aunque se sigue sin saber más detalles de este nuevo tipo de personajes. Lo más llamativo es que si ni Law Forces ni Green Arrow tenían acceso a Barry Allen, ni Joker ni League of Shadows pueden contar con Eobard Thawne.


Y para terminar, las llamadas "pijadas" pero que van a hacer las delicias de más de uno. Dados personalizados de Batman y el Joker, plantilla de Spray (y plantillas de giros de Vehículos, que por ahora no se sabe más de esto) y marcadores de Flash siguiente la idea de Marvel (en dos colores).

Dad por sentado que en las próximas semanas iremos pelando al detalle todas estas novedades.

Un saludo y nos leemos por La Biblioteca de Alfred y Reino de Juegos.